Fear Aura. Any creature hostile to Calamitous that starts its turn within 20 feet of Calamitous must make a DC 21 Wisdom saving throw, unless Calamitous is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Calamitous's Fear Aura for the next 24 hours.
Invisibility Field. Calamitous can use a bonus action to become invisible. Any equipment Calamitous wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after Calamitous makes an attack roll or is hit by an attack.
Magic Resistance. Calamitous has advantage on saving throws against spells and other magical effects.
Magic Weapons. Calamitous's weapon attacks are magical.
Innate Spellcasting. Calamitous's spellcasting ability is Charisma (spell save DC 21). Calamitous can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
Infernal Dagger. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 8) slashing damage, and the target must make a DC 21 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is also poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infernal pistol. Ranged Weapon Attack: +14 to hit, range 100/400 ft., one target. Hit: 14 (2d10 + 8) piercing damage, plus one of the following effects:
1. Acid. The target must make a DC 21 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.
2. Blindness (3/Day). The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 21 Dexterity saving throw or be blinded until the end of Calamitous’s next turn.
3. Concussion. The target and each creature within 20 feet of it must make a DC 21 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
4. Entanglement. The target must make a successful DC 21 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 21 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 21 Dexterity saving throw or become similarly restrained.
5. Paralysis (3/Day). The target takes 22 (4d10) lightning damage and must make a successful DC 21 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6. Tracking. For the next 24 hours, Calamitous knows the direction and distance to the target, as long as it’s on the same plane of existence. If the target is on a different plane, Calamitous knows which one, but not the exact location there.
Explosive Retribution. When it is reduced to 15 hit points or fewer, Calamitous causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys Calamitous, its infernal dagger, and its brass pistol.
Calamitous can take 3 legendary actions choosing from the options below. Only one legendary action can be used at a time and only at the end of a creature's turn. Calamitous regains spent legendary actions at the start of its turn.
Move. Calamitous moves up to his speed
Attack. Calamitous uses one of his attacks
Cast a spell (2 actions). Calamitous can cast a spell
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